RimWorld

RimWorld

Humanoid Alien Races
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monfortemy Jul 22, 2021 @ 2:37pm
Bug in style station.
Good evening, first of all thank you for the work in creating the mod and the ongoing support you offer.
Secondly, I would like to report a bug whereby the colonists change their style infinitely in the style station, the progress bar constantly restarts and the negative feature of needing a look change is not eliminated.
Thanks in advance
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Showing 1-6 of 6 comments
freackyfreac Jul 23, 2021 @ 1:45am 
Same issue here. With my awesome google skills i managed to go into dev mode for logs. i drafted all my colonists except the one stuck at styling station and this error counted up every time the progress bar restarted:

RandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.GenCollection:RandomElementByWeight<RimWorld.BeardDef> (System.Collections.Generic.IEnumerable`1<RimWorld.BeardDef>,System.Func`2<RimWorld.BeardDef, single>)
Verse.AI.Toils_StyleChange:GetRandomStyleItemWeighted<RimWorld.BeardDef> (Verse.Pawn,RimWorld.BeardDef,System.Nullable`1<RimWorld.TattooType>)
Verse.AI.Toils_StyleChange/<>c__DisplayClass1_0:<SetupLookChangeData>b__0 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
Verse.AI.Pawn_PathFollower:StartPath (Verse.LocalTargetInfo,Verse.AI.PathEndMode)
Verse.AI.Toils_Goto/<>c__DisplayClass1_0:<GotoThing>b__0 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.Pawn_JobTracker:StartJob (Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch0 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch1 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch2 (Verse.Root_Play)
freackyfreac Jul 23, 2021 @ 1:54am 
This is what the styling station looks like when i access it manually with the pawn:
https://i.imgur.com/iBMYu0L.png
Before the test and logs i changed the load order to Harmony ->Core->Royality->Ideology->HugsLib->Humanoid Alien Races->Nyaron Race - Rest of my mods. when i started the playthrough and when this pawn was generated the order was a different one.
Dracupuncture Jul 23, 2021 @ 7:54pm 
I had this issue too however this was causedd by me having disabled the "no beard" option when creating my ideology and women can't have beards hence she was trying to get a beard yet couldn't, in a loop. I then fixed by setting "no beard" to "rare"
Last edited by Dracupuncture; Jul 23, 2021 @ 7:55pm
R E D L I N E Jul 24, 2021 @ 7:50am 
Same, my colonists are stuck cycling through every possible hair style and tattoo, when I try to change the look manually it says they won't be happy with "Hair" no matter which style I pick.
I'll have to doublecheck my ideology settings in dev mode, maybe they all got forbidden somehow

Edit:Nope, allowed everything and still getting this error every change the pawn makes

RandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.GenCollection:RandomElementByWeight<RimWorld.HairDef> (System.Collections.Generic.IEnumerable`1<RimWorld.HairDef>,System.Func`2<RimWorld.HairDef, single>)
Verse.AI.Toils_StyleChange:GetRandomStyleItemWeighted<RimWorld.HairDef> (Verse.Pawn,RimWorld.HairDef,System.Nullable`1<RimWorld.TattooType>)
Verse.AI.Toils_StyleChange/<>c__DisplayClass1_0:<SetupLookChangeData>b__0 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell ()
(wrapper dynamic-method) Verse.AI.Pawn_PathFollower:Verse.AI.Pawn_PathFollower.PatherTick_Patch3 (Verse.AI.Pawn_PathFollower)
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch4 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Last edited by R E D L I N E; Jul 24, 2021 @ 8:16am
Twoscythe Jul 25, 2021 @ 10:49am 
I think this is a Vanilla issue. Today's patch from Ludeon should fix it.
freackyfreac Jul 26, 2021 @ 2:41am 
Originally posted by Twoscythe:
I think this is a Vanilla issue. Today's patch from Ludeon should fix it.

OMG.. I can Confirm this. loaded save pawn did a single styling cycle and continued with normal work
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